Seeing the result of multi-uvmapping
in Blender is more complicated than attributing the textures themselves.If we merely try to attribute
the pictures by using two textures of the type "Image" in the material
of the mesh, the result is not the expected one.

Solution:
material indexOne of the solutions is to
go through the indexes table of material, which is in the edition window
of meshes; we then assign a material containing the appropriated image
texture to each face or group of faces.

We can go over 16 materials.
But it is a restriction only in the Blender indexes table which stay very
useful if you want to quickly identify the faces on which such or such
images are sticked.

Solution: TextFaceIf you don’t need such a precision
and tidiness in your work, you can still use the button TextFace in the
materials window to display absolutely all the uvmapped images in a quick
render..

Path
of the uvmapped texturesFor
uvmapping, Povanim doesn’t use the data recorded in the indices table but
the picture name attached to each face. With consideration for a few simple
rules concerning the storage of the pictures it must be possible to export
all the uvmapped coordinates for all the faces .

The script
will always connect an under-directory called "textures" to the directory
in which the file is exported.

Mixing the effects
tied to materialsThe
variations of the materials classified in the indices table stay attached
to each face, what the uvmapped picture may be.

Pigment_map
or Texture_map ?The
depth of pigment or uvmapped texture can be modified in the mixture by
playing on their value in the "card" of pigments (mapping) or textures.
The notions of pigment_map and texture_map must be increase by reading
the official documentation of povray (or, if your are a French-speaking
the official French doc ). In povanim, you can export files by choosing
one or the other. To do this you have to use the textures pannel which
is in the main window of the GUI.

Mixing the pigment
with the Uvmapped texture

By default
all the exported objects are of light grey. The uvmapped texture is put
and blended to this colour up to 50%. You may find the result too white
to your tastes. Especially if specular effects are pushed high. To pass
round this situation there is three way.

The first
one is to put only a texture and to forget the colour. For this, You can
find explanation on the finish page, we use the Only Shadow option. This
method is all the more practical as it applies to a lone material. Thus
parts of the object can me mixed and other not.

However
you may wish avoiding any modification of the object appearance when rendered
under Blender. To do so, you can use the second solution: the Global Settings,
which is located in the Material window of the Povanim GUI. See below:

You
will find two buttons : UV Global Weight and Vertex Global Weight which
activate two wipers that you can use to change the weight of the uvmapped
texture and vertex colour in the mixture. By giving a 0.0 value to the
Vertex Global Weight, it disappears completely leaving the place to the
Uvmapped picture.

The problem of this method
is to put it into practice globally. None of the objects escape from
this. There is a thrird solution left: modifying the file mat_monfichier.inc.Indeed, at the end of the
file you will find some definition of that kind :

//List of colors and uvmapped image power
//this works by object, select the one you want to change
//you can also use the global material setting in the export script